Cryoseraph
Junior Member
So I'm having trouble with this limiter on Sidereals after examining them, though other excellencies seem off balanced as well.
The basic excellency limiter is the Solar one: Attribute + Ability. Somewhere between 2 and 10 dice worth of bonuses in a normal game (Mortal life of Essence 5 maximum). In the top tiers, it raises up to 20 dice at Essence 10. Abyssals and Infernals use the same cap.
Dragon-Bloods have the next best one: Ability + Specialty. This is between 1 and 8 dice in a normal game, with a true maximum of about 10 to 13 (If a DB ever reached Essence 10).
Next are the Lunars and Alchemicals: Attribute. Between 1 and 5-8 in normal games (8 is for maxed out Lunar warforms and charm expansions), and at most 10/13 (Lunar) at Essence 10. There is one more expansion to Lunars, the Relentless Lunar Fury charm, and their social and mental equivalents. This increases the cap to Attribute + Essence temporarily, jumping the cap between 1-5 dice normally, and +10 dice at Essence 10.
Finally, last on the list are the Sidereals. Their dice cap limitation is Essence. Just Essence. So, between 1-5 in a normal game, and 10 maximum. However, they have a big conditional added to it, which is that they can add any amount of dice to cancel out any penalties they're dealing with. That's a very odd conditional, but Solars have many charms to ignore internal or external penalties, so it isn't unheard of.
So, my basic question is, does this stuff seem balanced out to match their power levels? Solars and solar knock-offs all match as most powerful, but are the Lunar/Sidereal caps as fair to their power level as the Dragon-Blooded ones are to Terrestrials? Should an Essence 2 DB be able to add 8 dice to his roll when the Essence 2 Sidereal only gets 2 dice of his own? Something just seems out of balance on this . . .
The basic excellency limiter is the Solar one: Attribute + Ability. Somewhere between 2 and 10 dice worth of bonuses in a normal game (Mortal life of Essence 5 maximum). In the top tiers, it raises up to 20 dice at Essence 10. Abyssals and Infernals use the same cap.
Dragon-Bloods have the next best one: Ability + Specialty. This is between 1 and 8 dice in a normal game, with a true maximum of about 10 to 13 (If a DB ever reached Essence 10).
Next are the Lunars and Alchemicals: Attribute. Between 1 and 5-8 in normal games (8 is for maxed out Lunar warforms and charm expansions), and at most 10/13 (Lunar) at Essence 10. There is one more expansion to Lunars, the Relentless Lunar Fury charm, and their social and mental equivalents. This increases the cap to Attribute + Essence temporarily, jumping the cap between 1-5 dice normally, and +10 dice at Essence 10.
Finally, last on the list are the Sidereals. Their dice cap limitation is Essence. Just Essence. So, between 1-5 in a normal game, and 10 maximum. However, they have a big conditional added to it, which is that they can add any amount of dice to cancel out any penalties they're dealing with. That's a very odd conditional, but Solars have many charms to ignore internal or external penalties, so it isn't unheard of.
So, my basic question is, does this stuff seem balanced out to match their power levels? Solars and solar knock-offs all match as most powerful, but are the Lunar/Sidereal caps as fair to their power level as the Dragon-Blooded ones are to Terrestrials? Should an Essence 2 DB be able to add 8 dice to his roll when the Essence 2 Sidereal only gets 2 dice of his own? Something just seems out of balance on this . . .